;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
40      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
4       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Jet Fighter,        4,-2,  Rad, no,  2, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Rockets,            3,-2,  Fli, Mob, 2, 1    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
V2 Missile,         4,-1,  Amp, nil, 2, 1    ; Ato
Light Tank,         6,-1,  nil, nil, 3, 0    ; Aut
Banking,            4, 1,  Tra, Rep, 0, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Carbine Rifles,     4,-2,  nil, nil, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
88mm Mounted Gun,   5,-1,  Mob, nil, 1, 1    ; CA 
Adv. Armour Sloping,5,-1,  CA,  nil, 3, 0    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
No Ball Bearings,   4, 1,  no,  no,  0, 0    ; Cmp
Type XXI U-Boat,    7,-1,  Cmb, no,  3, 1    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 0, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 0, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
VERY Large Tank,    4, 1,  Cmb, no,  3, 0    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, no,  3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 1, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Advanced Monoplane, 4,-1,  ToG, no,  2, 0    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Unconventional War, 4, 1,  nil, nil, 1, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 2    ; Gun
Horseback Riding,   4,-1,  nil, nil, 1, 2    ; Hor
Industrialization,  6, 0,  RR,  Ban, 3, 2    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Sub-Machine Gun,    5,-1,  Chi, E1,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Blitzkrieg,         4,-2,  no,  no,  3, 0    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 0, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 0, 1    ; Met
Advanced Tactics,   4, 1,  no,  no,  3, 4    ; Min
75mm Mounted Gun,   8,-1,  Aut, nil, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 2    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, no,  3, 4    ; Pla
German Tech,        4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Interceptor,        5,-1,  Fli, nil, 2, 0    ; Rad
Railroad,           6, 0,  SE,  Bri, 1, 2    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 2    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  no,  Mob, 3, 2    ; Rob
Rocketry,           6,-2,  no,  no,  2, 1    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 2    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 2    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
End of Lend Lease,  4,-1,  no,  no,  2, 4    ; Stl
No Jet Engine,      4, 1,  no,  no,  0, 0    ; Sup
Automatic Rifle,    6,-1,  Ldr, no,  1, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Fabric Fuselage,    4, 0,  nil, nil, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  no,  Rec, 3, 3    ; FT 
No Oil,             3, 0,  no,  no,  0, 0    ; U1 
Reliable Chassis,   3, 0,  nil, nil, 3, 0    ; U2 
Long Range Aircraft,3, 0,  no,  no,  2, 0    ; U3 
USA ENTERS WAR,     3, 0,  no,  no,  2, 0    ; X1 
NOT ALLIED,         3, 0,  no,  no,  0, 0    ; X2 
NOT GERMAN,         3, 0,  no,  no,  0, 0    ; X3 
NOT USSR,           3, 0,  no,  no,  0, 0    ; X4 
T-34'41,            3, 0,  no,  no,  3, 0    ; X5 
T-34'43,            3, 0,  no,  no,  3, 0    ; X6 
Allied Heavy Tank,  3, 0,  no,  no,  3, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Reichstag,                10, 5,    nil,
War Academy,               4, 6,    nil,
NOT USED,                  6, 1,    no, 
Local Church,              4, 2,    nil,
Street Market,             8, 3,    nil,
Archives,                  8, 3,    nil,
Military Court,            8, 3,    nil,
Tank Defences,             8, 7,    nil,
Fountain,                  8, 2,    nil,
Bank,                     12, 3,    nil,
Cathedral,                12, 4,    nil,
University,               16, 3,    nil,
Bus System,               16, 4,    nil,
Stadium,                  10, 4,    nil,
Small Factory,            16, 5,    nil,
Medium Factory,           20, 8,    nil,
NOT USED,                 20, 4,    no, 
Park,                     20, 2,    nil,
Large Factory,            32,10,    nil,
Hydro Plant,              24, 4,    nil,
NOT USED,                 16, 2,    no, 
Stock Market,             16, 5,    nil,
Sewage System,            12, 2,    nil,
Supermarket,               8, 0,    nil,
Superhighways,            20, 0,    nil,
Research Lab,             16, 3,    nil,
Flak Batteries,           10, 0,    nil,
Coastal Defences,          8, 1,    nil,
Park,                     32, 0,    nil,
Harbor,                    6, 1,    nil,
Fishing Harbor,           16, 3,    nil,
Airfield,                 16,10,    nil,
Police station,            6, 4,    nil,
Large Port,                8,10,    nil,
NOT USED,                  8, 0,    no, 
NOT USED,                 16, 0,    no, 
NOT USED,                 32, 0,    no, 
(War Bonds),              60, 0,    Cor,
Pyramids,                 20, 0,    nil,
Free Speech,              20, 0,    nil,
Lend Lease Assistance,    20, 0,    nil,
Navy League,              20, 0,    nil,
NOT USED,                 30, 0,    no, 
Orthadox Church,          30, 0,    Mys,
Russian Winter,           30, 0,    nil,
OKW,                      30, 0,    nil,
Krupp Steel Works,        30, 6,    nil,
MI6,                      20, 0,    nil,
Arch de Triumphe,         40, 0,    MT, 
NOT USED,                 30, 0,    no, 
St. Nazaire Port,         40, 0,    Nav,
War Mentality,            30, 0,    nil,
NOT USED,                 40, 0,    no, 
No Surrender,             40, 0,    nil,
Oxford Scientist's,       40, 0,    nil,
US Economy,               40, 0,    nil,
NOT USED,                 40, 0,    no, 
Statue of Liberty,        40, 0,    nil,
Eiffel Tower,             30, 0,    nil,
Common War Support,       60, 0,    nil,
US Industry,              60, 0,    nil,
NOT USED,                 60, 0,    no, 
League of Nations,        60, 0,    nil,
NOT USED,                 60, 0,    no, 
USA Scientists,           60, 0,    nil,
Propoganda Ministry,      60, 5,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Free Speech
Stl,        ; Lend Lease Assistance
nil,        ; Navy League
no,         ; NOT USED
The,        ; Orthadox Church
nil,        ; Russian Winter
nil,        ; OKW
nil,        ; Krupp Steel Works
nil,        ; MI6
nil,        ; Arch de Triumphe
no,         ; NOT USED
nil,        ; St. Nazaire Port
nil,        ; War Mentality
no,         ; NOT USED
nil,        ; No Surrender
nil,        ; Oxford Scientist's
nil,        ; US Economy
no,         ; NOT USED
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Common War Support
nil,        ; US Industry
no,         ; NOT USED
nil,        ; League of Nations
no,         ; NOT USED
nil,        ; USA Scientists
nil,        ; Propoganda Ministry


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Volksturm,    X3,  0,  1.,0,  4a,4d,  2h,2f,  1,0,  1, nil, 000000001000000
Homegaurd,    X2,  0,  1.,0,  4a,6d,  2h,1f,  1,0,  1, nil, 000000001000000
Pzr. Grenadier,X3,  0,  3.,0, 12a,6d,  3h,2f, 12,0,  0, Too, 000000000000011
Sturmtruppen, X3,  0,  2.,0, 11a,6d,  2h,2f,  8,0,  0, Ldr, 000000001000110
Red Infantry, X4,  0,  2.,0,  6a,8d,  3h,1f,  1,0,  1, nil, 000000001000010
Canadians,    X2,  0,  1.,0,  8a,2d,  2h,2f,  4,0,  0, Chi, 000000001000000
US Infantry,  X2,  0,  2.,0, 10a,5d,  2h,2f,  1,0,  0, X1,  000000001000000
UK Infantry,  X2,  0,  1.,0,  8a,7d,  2h,1f,  5,0,  0, Chi, 000000001000000
T-34'41,      X4,  0,  2.,0, 17a,13d, 3h,3f,  1,0,  0, X5,  000000000000011
Res. Pocket,  nil, 0,  0.,0,  1a,8d,  3h,1f, 15,0,  1, Gue, 000000000000000
Fallschirm,   X3,  0,  1.,0,  8a,5d,  2h,2f,  8,0,  1, Tac, 000001101000010
Landing Craft,nil, 2,  7.,0,  0a,0d,  1h,1f,  8,4,  4, nil, 000000000000000
US Marines,   X2,  0,  1.,0, 13a,12d, 2h,2f, 10,0,  0, X1,  000000001000110
Airborne,     X2,  0,  2.,0,  4a,12d, 2h,2f, 15,0,  0, X1,  000001101000011
Motorized,    X2,  0,  3.,0,  8a,6d,  3h,2f, 10,0,  0, X1,  000000000000011
Panzer III,   X3,  0,  3.,0, 14a,8d,  3h,3f, 10,0,  0, Too, 000000000000010
Panzer IV,    X3,  0,  3.,0, 17a,10d, 3h,3f, 12,0,  0, U2,  000000000000000
Panther,      X3,  0,  3.,0, 20a,13d, 3h,3f, 14,0,  0, Mob, 000000000000000
Tiger,        Cmp, 0,  2.,0, 23a,12d, 3h,3f, 16,0,  0, CA,  000000000000000
Knigstiger,  Cmp, 0,  2.,0, 23a,15d, 3h,3f, 18,0,  0, Cmb, 000000000000000
Light Tank,   nil, 0,  3.,0,  8a,2d,  3h,3f,  2,0,  0, Aut, 000000000000011
T-34'43,      X4,  0,  3.,0, 20a,13d, 3h,3f,  6,0,  0, X6,  000000000000001
IS-2,         X4,  0,  3.,0, 23a,10d, 2h,3f,  8,0,  0, X7,  000000000000000
Churchill,    X2,  0,  3.,0, 17a,10d, 3h,3f,  4,0,  0, Mob, 000000000000000
Sherman,      X2,  0,  3.,0, 15a,8d,  2h,3f,  1,0,  0, X1,  000000000000000
M26 Pershing, X2,  0,  3.,0, 21a,14d, 3h,3f,  5,0,  0, X7,  000000000000000
Me-109,       X3,  1,  8.,1, 28a,17d, 3h,4f, 10,0,  3, Fli, 100000000010001
Hurricane,    X2,  1,  0.,0, 10a,20d, 2h,4f,  6,0,  1, ToG, 000000000010001
Matilda,      X2,  0,  2.,0, 14a,12d, 3h,3f, 12,0,  0, Aut, 000000000000000
FW-190,       X3,  1, 15.,1, 35a,18d, 3h,4f, 12,0,  3, Rad, 100000000010001
Spitfire,     X2,  1, 10.,1, 20a,16d, 3h,3f,  8,0,  3, Fli, 000000000010001
P-47,         X2,  1, 10.,2, 25a,35d, 4h,3f,  2,0,  3, X1,  000000000010001
P-51D Mustang,X2,  1, 20.,2, 25a,60d, 3h,3f,  2,2,  3, U3,  000000000010001
B-17,         X2,  1, 20.,2, 55a,25d, 5h,2f,  3,3,  0, X1,  010000000000001
Ju-87,        X3,  1, 10.,1, 45a,8d,  3h,2f,  8,4,  0, Too, 000000000000001
Ju-88,        X3,  1, 15.,2, 50a,8d,  3h,2f, 12,2,  0, Too, 000000000000001
Il-2,         X4,  1, 10.,1, 32a,20d, 3h,2f,  1,0,  0, Fli, 000000000000001
Maus,         Cmp, 0,  2.,0, 30a,18d, 3h,3f, 20,0,  0, E2,  000000000000000
Fortification,no,  0,  0.,0,  1a,40d, 3h,1f, 15,0,  1, no,  010010000000001
Cruiser,      nil, 2,  8.,0, 40a,33d, 2h,5f, 13,1,  2, nil, 110000000000001
Battleship,   X2,  2,  6.,0, 75a,60d, 2h,5f, 20,1,  2, nil,  000000000000001
Type VII U-Boat,U1,  2,  3.,0, 40a,20d, 2h,5f,  5,0,  2, nil, 000000000001001
P. Battleship,U1,  2,  7.,0, 50a,45d, 2h,5f, 19,1,  2, nil, 000000000000001
V1,           Sup, 1,  5.,2, 20a,0d,  3h,3f,  3,8,  0, Amp, 001000000000000
V2,           Sup, 1, 12.,1, 50a,0d,  1h,3f,  6,0,  0, Ato, 001000000000000
Yak 3,        X4,  1, 12.,1, 25a,10d, 2h,3f,  1,0,  3, ToG, 000000000010000
Resistance,   X2,  0,  2.,0,  0a,0d,  1h,1f,  1,0,  6, nil, 000000000000010
Commando,     X2,  0,  3.,0,  0a,30d, 2h,2f, 16,0,  6, nil, 000000000000011
Allied General,X2,  0,  2.,0, 30a,20d, 2h,4f,  5,0,  0, no,  000000000000010
AA Gun,       X2,  0,  1.,0,  0a,18d, 2h,2f,  3,0,  1, nil, 010000000000000
Factory,      no,  0,  0.,0,  0a,1d,  1h,1f,  3,0,  1, no,  000001000000010
Destroyer,    nil, 2, 12.,0, 32a,20d, 3h,4f, 10,1,  2, nil, 000000000001000
Krupp Steel,  no,  0,  0.,0,  0a,1d,  1h,1f,  5,1,  1, no,  000000000000000
Work Camp Dora,no,  0,  0.,4,  0a,1d,  1h,1f, 10,0,  1, no,  000000000000000
Oil Facilities,no,  0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  000000000000000
Axis General, X3,  0,  2.,0, 40a,10d, 2h,4f,  4,0,  0, no,  000000000000000
88mm Gun,     X3,  0,  1.,0, 25a,10d, 2h,6f, 10,0,  1, nil, 010010000000000
105mm Gun,    nil, 0,  1.,0, 35a,2d,  1h,6f,  8,0,  0, nil, 001000001000000
Katyusha,     X4,  0,  2.,0, 28a,4d,  1h,6f,  4,0,  0, Amp, 001000001000000
Type XXI U-Boat,X3,  2,  8.,0, 50a,25d, 2h,5f,  10,0,  2, Csc, 000000000000000
Me-262,       Sup, 1,  6.,1, 45a,8d,  2h,5f,  4,0,  3, AFl, 000000000010001
Waffen SS,    X3,  0,  2.,0, 15a,8d,  2h,2f, 10,0,  0, Ldr, 000000001000010

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Steppe,     1,2,  2,1,1,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,2,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,2,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,2,1,   yes, 1,10, 0,   yes, 1,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,1,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Industrialized,1,1,  12,2,2,   no,  0, 0, 0,   yes, 3,15,  3,  Tun,   ; Gla
Marsh,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Oil Field,  1,1,  1,6,5,   no,  0,15, 6,   yes, 3,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,1,3,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Stag,       1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,7,0,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,7,0,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  5,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Coal,       2,4,  0,2,0,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Extra Rich Oil,1,1,  0,6,8,
Whales,     1,2,  5,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, Fuhrer,      Fuhrer
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Fuhrer, Fuhrer, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Fuhrer, Fuhrer, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Fuhrer, Fuhrer, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Fuhrer, Fuhrer, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 0, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  1, -1,     4, Fuhrer, Fuhrer
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 0, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Machine Pistols,
Textiles,
Butter,
Steel,
Salt,
Coal,
Copper,
Iron Ore,
Beer,
Silk,
Ammunition,
Arms,
Delicacies,
Grain,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













